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/ * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Spine Runtimes License Agreement
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* Last updated July 28 , 2023. Replaces all prior versions .
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*
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* Copyright ( c ) 2013 - 2023 , Esoteric Software LLC
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*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement :
* http : //esotericsoftware.com/spine-editor-license
*
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* Otherwise , it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes ( collectively ,
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* "Products" ) , provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice .
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED . IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT , INDIRECT , INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES
* ( INCLUDING , BUT NOT LIMITED TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ,
* BUSINESS INTERRUPTION , OR LOSS OF USE , DATA , OR PROFITS ) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY , WHETHER IN CONTRACT , STRICT LIABILITY , OR TORT
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* ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES , EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE .
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* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * /
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// Optimization option: Allows faster BuildMeshWithArrays call and avoids calling SetTriangles at the cost of
// checking for mesh differences (vertex counts, member-wise attachment list compare) every frame.
#define SPINE_TRIANGLECHECK
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//#define SPINE_DEBUG
using System ;
using System.Collections.Generic ;
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using UnityEngine ;
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namespace Spine.Unity {
public static class SpineMesh {
internal const HideFlags MeshHideflags = HideFlags . DontSaveInBuild | HideFlags . DontSaveInEditor ;
/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
public static Mesh NewSkeletonMesh ( ) {
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Mesh m = new Mesh ( ) ;
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m . MarkDynamic ( ) ;
m . name = "Skeleton Mesh" ;
m . hideFlags = SpineMesh . MeshHideflags ;
return m ;
}
}
/// <summary>Instructions for how to generate a mesh or submesh: "Render this skeleton's slots: start slot, up to but not including endSlot, using this material."</summary>
public struct SubmeshInstruction {
public Skeleton skeleton ;
public int startSlot ;
public int endSlot ;
public Material material ;
public bool forceSeparate ;
public int preActiveClippingSlotSource ;
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#if SPINE_TRIANGLECHECK
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// Cached values because they are determined in the process of generating instructions,
// but could otherwise be pulled from accessing attachments, checking materials and counting tris and verts.
public int rawTriangleCount ;
public int rawVertexCount ;
public int rawFirstVertexIndex ;
public bool hasClipping ;
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#else
/// <summary>Returns constant vertex count for early-return if clauses in renderers.</summary>
public int rawVertexCount { get { return 1 ; } }
#endif
public bool hasPMAAdditiveSlot ;
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/// <summary>The number of slots in this SubmeshInstruction's range. Not necessarily the number of attachments.</summary>
public int SlotCount { get { return endSlot - startSlot ; } }
public override string ToString ( ) {
return
string . Format ( "[SubmeshInstruction: slots {0} to {1}. (Material){2}. preActiveClippingSlotSource:{3}]" ,
startSlot ,
endSlot - 1 ,
material = = null ? "<none>" : material . name ,
preActiveClippingSlotSource
) ;
}
}
}